Into The Storm:Ilyush
Rank
- Human Sorcerer 7th
- XP: 80,790/150,000
- XP modifier: +5%
- Neutral
- Full PC
Attributes
- 10 STR
- 08 INT
- 15 WIS (+1 Magic saves)
- 09 DEX
- 17 CON (+2 HP per level)
- 14 CHA (+1 reactions)
Skills
- Languages
- Common
- General Skills
- Bargain (CHA, Skilled) - On a successful roll the character can alter the price of a good they are either buying or selling.
- Healing (WIS, Skilled) - On a successful roll the character heals 1d3 hp to a wounded target. Can be used once per day per person.
- Alchemy (INT, Proficient) - Is used to identify, isolate, and work with alchemical substances. Is useful when synthesizing poisons and creating magical potions.
- Class Abilities
- Proficient with two weapons
- Knacks
- Expanded Repertoire – Expand known spells by 2
- Metamagic – Gain 3 points per day to affect spells (Into the Wild p. 324)
- Careful Spell - Designate a number of targets equal to number of points spent within the area of effect of a spell; these targets auto-succeed on required saves
- Distant Spell (1 pt) - Double the range of a spell or, if the range is touch, increase the range to 20’
- Empowered Spell - Reroll a number of damage dice, taking the new result. Each die rerolled costs 1 point.
- Extended Spell (2 points) - Spells with a duration of longer than Instant have their duration doubled, to a maximum duration of 24 hours.
- Heightened Spell (3 points) - The target of a heightened spell rolls any saving throw twice, taking the worse of the two results.
- Quickened Spell (4 points) - The character casts this spell quickly. They may cast an additional spell in the same round, provided the second spell is no higher than 2nd level
- Subtle Spell (2 points) - Can be cast without verbal or somatic components.
- Twinned Spell - When casting a spell that affects a single individual and doesn’t have a range of self the sorcerer can affect another target within 5’ of the original by spending one point per spell level.
Combat
- AC: 14
- HP: 32
- Movement Rate: 120’/40’
- Initiative Modifier: 0 (acts last when using staff)
- Attacks
- Primary Melee Attack: Staff | +2 to hit | 1d4 dmg
- Primary Ranged Attack: Hand Axe | +2 to hit | 1d6 dmg | 5-10, 11-20, 21-30 range
- Saves:
- 11 Petrification & Paralysis (P/P)
- 11 Poison & Death (D)
- 14 Blast & Breath (B)
- 12 Staves & Wands (W)
- 12 Spells (R/S/S)
Spells
- First Level: 5 Spells Per Day
- Detect magic
- Magic Missile
- Read Magic
- Sleep
- Second Level: 3 Spells Per Day
- Invisibility
- Knock
- Mirror Image
- Third Level: 2 Spells Per Day
- Dispel Magic
- Fireball
- Haste
- Fly
- Fourth Level: 1 Spell Per Day
- Charm Monster
- Polymorph Self
Magic Items
- Staff of Power
- Melee: Expending one charge, inflicts 2d6 damage on a successful hit
- Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage (save versus spells for half damage)
- Spells: Can cast: continual light, fire ball (8d6 damage), lightning bolt (8d6 damage), telekinesis (up to 2,400 coins of weight)
- Potion of Speed
- Movement: Movement rate is doubled
- Attacks: The number of attacks per round the character can make is doubled
- Other actions: May be performed at double speed
- Potion of Control Plant
- Concentration: Exercising control requires concentration
- Visual range: The character can only control creatures that they can see
- Suicidal commands: Controlled creatures will resist commands that are deadly to themselves
- Affects: All plants (including plant monsters) in a 30’ square area up to 60’ distant
- Commands: Affected plants may be commanded to move around as the character wishes, and may be used to entangle creatures in the area
- Wand of Fireballs (11 charges)
- Range: A streak of flame shoots towards an area up to 240’ distant
- Area: The flame detonates in a 40’ diameter sphere of fire
- Creatures caught in the fire ball: Suffer 6d6 damage, with a successful save versus wands indicating half damage
- Net of Snaring
- A 10’ square net of meshed rope with the power to ensnare creatures
- Throwing: Can be thrown up to 20’. Creatures must save versus spells or be trapped
- Suspending from above: A command word causes the net to drop
- Placing on the ground: A command word can cause the net to close upwards
- Escaping: Only creatures of giant strength can escape ensnarement. The strands of the net cannot be cut or damaged by mundane means
- Scroll of Protection from Lycanthropes
- When used, conjures a 10’ radius circle of protection around the reader
- Effect: A number of lycanthropes are barred from entering the circle. The number depends on their Hit Dice: 1–3 HD: 1d10 lycanthropes affected, 4–5 HD: 1d8 affected, 6+ HD: 1d4 affected
- Moving: If the reader moves, the circle of protection follows them
- Ranged attacks: The circle does not prevent lycanthropes from using magic or missile attacks against those within it
- Breaking: If anyone within the circle attacks an affected lycanthrope in melee, the circle is broken
- Duration: 6 turns, unless broken
Equipment
- Gear, Armor, Weapons
- Hand Axe x3
- Scroll of Read Languages, Invisibility 10' Radius, Confusion, Projected Image
- Backpack
- Mirror, steel
- Waterskin
- Rope, 50’
- Tinder box
- Torches x6
Mounts
- Svetlana | Horse, riding | 240'/80' movement |3,000 cn max load
- Saddle and bridle
- Saddle bags (300 cn)
- Rations, iron (14/14)
- Oil flask (10)
Money
- 1,225 gp in gems
- 278 gp from gold teeth and necklace
- 11,429 gp in gems from sale of the Ancestor Spear
Experience
- 12,292 xp from sale of treasure and the Ancestor Spear